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tezuka

Bye Bye Step Effector

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Formulas not only work with "normal" value fields

but also in the value field "Key Time", which shows up after keyframing.

Here's a formula which helps you to offset keyframes for specific amounts of frames.

 

My FPS is 25, so if yours differs, your values should be set accordingly.

 

FPS: 25 which means 1s = 25 Frames; 0.4s = 10 Frames;

 

Select your column of keyframes and paste the formula into the Key Time field.

(Works best with one column of keyframes)

 

x+(num*.4)

Offsets keyframes for 10 frames from origin keyframe position

 

1+(num*.4)

Offsets keyframes for 10 frames, starts first keyframe at frame 25

 

Random Offseting:

x+rnd(1)

offsets keyframes between 0 and 25 Frames from origin keyframe position

 

Keep in mind, C4D internally indexes all of the objects, so if you mess up

your object order in the object manager, for example after making duplicates/renaming them,

the keyframe calculations gives results in an incorrect order! With normal value fields

like PSR for example this doesn't happen, because the object order in the

object manager is relevant there. I think this is due to internal indexing behavior

which gets important for the keyframing stuff, not sure though.

 

Also helpful:

Time Reversing Keyframes

- Select Keyframes

- In the Timeline go to Functions -> Move/Scale

- Set Scale to -1 and Move to 0

- Reposition your keyframes as they get mirrored from first keyframe

 

Background Info:

x = Original value of selected Objects/Elements/Keys/Values

num = Index value of selected Objects/Elements/Keys/Values

tot = Total number of selected Objects/Elements/Keys/Values

rnd(Value) = Random number between 0 and Value

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huh. cool stuff, just tried it out. Although isn't the advantage of the step effector offsetting time is that you don't have a multitude of keys?

 

Still really interesting. Does num work as index order in a group (kinda like mograph), or is it just the whole OM?

 

 

c

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huh. cool stuff, just tried it out. Although isn't the advantage of the step effector offsetting time is that you don't have a multitude of keys?

 

Still really interesting. Does num work as index order in a group (kinda like mograph), or is it just the whole OM?

 

 

c

 

The more I dive into mograph the more I value the worth of good old keyframing. You're absolutely right, the step

and the inheritance effectors are a huge help. Especially when it comes to thousands of objects, but if you only have

to animate objects of say 20 something normal keyframes are preferable.

 

"num" works as index order in a group of objects, it's the index value of the selected objects, you didn't read till the end of the post, did you? ;-)

With keyframe nonrelated stuff it's very easy. You select your objects, the index order is from first selected object in the object manager to last selected. It's read and given top to bottom of the object manager.

When it comes to the keyframe formula procedure shown above, also the internal c4d index is getting referred to. Which

could give mixed up results if you change the order of the objects in the object manager. Maybe a bug?

Edited by tezuka

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Tested a little bit more, got the solution for the indexing problem,

now it doesn't matter if you mix up the the object order in the Object Manager.

It's read top to bottom on selected objects.

 

C4D needs a refresh for the indexing. All you have to do is switch for example

from the key mode to the f-curve mode. Switch back, now you can enter the

formula above and the keys get offset accordingly.

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Time Reversing Keyframes

- Select Keyframes

- In the Timeline go to Functions -> Move/Scale

- Set Scale to -1 and Move to 0

- Reposition your keyframes as they get mirrored from first keyframe

Timeline > Key > Mirror X does this in one step.

I used to play the scale/offset game far too often.

 

Someone at Maxon pulled out the "indexed variable formulas" at NAB last year to the amazement of many seasoned artists who were unaware of it (including myself). While it is pretty cool... I have to admit... I haven't used it much in my workflow. But it never hurts to add a little extra formula power to your toolbox.

 

-m

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The formula reproduces the Time Offset Parameter from the Step Effector for real keyframes.

Take a couple of objects, keyframe all of them, select one column of keys, put in the formula.

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